/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "ultima/ultima1/u1dialogs/combat.h" #include "ultima/ultima1/game.h" #include "ultima/ultima1/core/resources.h" #include "ultima/ultima1/maps/map.h" #include "ultima/shared/gfx/text_cursor.h" #include "ultima/shared/engine/messages.h" namespace Ultima { namespace Ultima1 { namespace U1Dialogs { BEGIN_MESSAGE_MAP(Combat, Dialog) ON_MESSAGE(KeypressMsg) END_MESSAGE_MAP() Combat::Combat(Ultima1Game *game, Shared::Maps::Direction direction, int weaponType, const Common::String &weaponName) : FullScreenDialog(game), _direction(direction) { } bool Combat::KeypressMsg(CKeypressMsg *msg) { if (_direction == Shared::Maps::DIR_NONE) { switch (msg->_keyState.keycode) { case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: _direction = Shared::Maps::DIR_LEFT; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: _direction = Shared::Maps::DIR_RIGHT; break; case Common::KEYCODE_UP: case Common::KEYCODE_KP8: _direction = Shared::Maps::DIR_UP; break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: _direction = Shared::Maps::DIR_DOWN; break; default: nothing(); return true; } } setDirty(true); return true; } void Combat::draw() { if (_direction == Shared::Maps::DIR_NONE) drawSelection(); } void Combat::drawSelection() { } void Combat::nothing() { addInfoMsg(Common::String::format(" %s", _game->_res->NOTHING)); hide(); } } // End of namespace U1Dialogs } // End of namespace Ultima1 } // End of namespace Ultima